Extraordinary Single Player DnD in 7 Steps

Single player DnD is a great way to spend part of an evening or get in some gaming if your regular group hasn’t met up for a while. It's also very easy to do, and can be extremely fun.

I’ve always enjoyed playing tabletop RPGs by myself. Adventures usually last about 1 hour at a time when I do single player DnD, and they’re always rewarding.


Single player DnD doesn’t have to be hard. Technically, DnD is set up to be played with a group – according to the core rulebooks (Dungeon Master, plus players). However, single player DnD is a lot simpler than it might seem.


First, you have a couple options. There are in fact tabletop roleplay games that have single player options in the core rules, like Eternity TTRPG. If you choose to play Eternity, or a game like it, you’re set – no need to read further as all the work is done for you.


However, if you do want to specifically play single player DnD, here’s info and resources to get started:


  1. Character Creation
  2. Main Story Elements
  3. Scenes of Play
  4. Finishing a Scene
  5. Single Player DnD Modules
  6. Random Generators
  7. Maps, Minis, and Music
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1. Character Creation

Normally, character creation takes place among a group of people who all have ideas for what they want to play. You also have the advantage of a dungeon master who explains some of what the RPG campaign world is about. These influences of course make it easier to decide on your character as they give you context for the game.


In single player DnD, you don’t have those advantages. You create your character (and game) without outside context. This can be a little weird if you’re not used to it, but is in fact liberating.


My advice is to build the character you’ve always wanted to play. Don’t worry about setting, context, the gaming world, or even genre. Just come up with your character’s stats, and a very basic idea of who they are, as a person.


It’s also worth noting that in single player DnD, your individual character also doesn’t have all the options that a normal DnD group might have, when it comes to your class. As you probably know, a “well-rounded” DnD group normally has a strong fighter-type character, a healer, a spell-caster of some kind, and a rogue to be stealthy and disarm traps.


It’s no big deal that you (probably) won’t have all that; it just takes a little consideration.


Personally, my favorite option is not to worry about my character’s lack of a party or lack of well-rounded options, and just have fun playing the race and class I want. I recommend you do the same as it’s easier to manage for single player DnD, and makes for a more satisfying game.


Let your creativity and problem-solving round out your character’s abilities for you, in place of a full party.


However, if you are really set on the idea of having a character that has more options available to them, try out one of the following (multiclass your character or create an adventuring party - below).

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Multiclass Your Character

Have your character multi-class so they gain a wider breadth of abilities. This allows your character to be decent in melee combat, have a few spells they can cast, and be stealthy.


The tradeoff is that your character won’t become exceptional at any one thing, even with time, so it’s not necessarily the perfect choice, either.


Create an Adventuring Party

You may consider giving your character an adventuring party of their own. This fills in gaps that your main character will miss, individually.


The problem is that creating multiple characters – and tracking them – is kind of a pain. Plus, then you’re really playing an entire party, not just one character, which makes single player DnD a bit more complex.


I will say though that I have tried this option on a couple occasions. I played a single player DnD campaign where I “roleplayed” one character and simply had a couple other characters in the background. I created their stats, but not their personalities so much (and didn’t worry about roleplaying them), and that did work pretty well.


It can be fun having an entire DnD party all to yourself. Kind of like playing older Final Fantasy games where you have an entire group you control. If you like the idea, I recommend you try it out.

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2. Main Story Elements

When playing single player DnD, you need to decide what the game is going to be “about.” In a normal DnD campaign, this is something that gets answered for you by your dungeon master. Playing solo, this is something you’ll have to decide for yourself.

To get started, you do not need to create an in-depth world with a massive storyline like you may have seen some DMs do in the past. It’s simply not necessary.


Instead, create a single piece of the world. No depth is needed at this point. A simple name or concept will do. Write down the name or concept of that main story element in a notebook you’ll use for your game.


Your main story elements can be one of the following things. It’s perfectly fine to just start with one of these. If inspiration strikes you, however, feel free to write down a couple ideas:


  • Event: something substantial that’s currently happening in the world, or has happened in its past.
  • Item: some item or trinket unique, of your own creation. This doesn’t have to be an item already in DnD. There are no limits to this item’s power or the way it functions.
  • NPC: non-playable character. Someone influential or meaningful to the world, or to a story you have in mind. This can also be a villain.
  • Organization/ Nation: societies, countries, guilds, coalitions, etc.
  • Town/ Zone: places friendly or unfriendly. Locations, geographical features, etc.


Note that your main story element(s) can be directly related to your character (his or her hometown, family member, or rival).

They can be something he or she wants to obtain, or attain. Or, they can be completely separate.


At some point you will connect your character into your element, but you don’t have to have all that figured out just yet.

Inspiration for Your Story Element

If you’ve never done anything like this before it may be a little difficult to come up with ideas. My recommendation is to think about your favorite movies and books.


Re-create events, items, NPCs, organizations, nations, or towns from those stories. Put them in your game. You’ll be able explore your favorite fictional places in your own way, with your own character.


If you need more ideas, use one of two of these ideas from my gaming group. Note that in most cases the players who created these story elements didn’t know much, or anything at all (except for the name), about the story elements when they initially wrote them down:


  • 4th Princess of Demons (NPC)
  • Arelexius the Indisposable (NPC)
  • Basilisk Hunters (Organization)
  • Broger the Giant (NPC)
  • Curing an Ancient Plague (Event)
  • Evizenium (Town)
  • Harbinging – Rampage of the Arbiter (Event)
  • Key to the Necropolis (Item)
  • Killing Fields of the Seven (Zone)
  • Staff of Ruin (Item)
  • Tierfol the Accursed Kingdom (Nation)
  • Tower of Eight Shrouds (Organization)
  • War of 1,000 Roses (Event)
  • Winds of Fate (Item)
  • Valerian Isle (Town)


If you need more ideas to get your creativity rolling, check out this post on DnD quest ideas. Any of these prompts will help you create your first main story element.


Hand-drawn dungeon map on graph paper

3. Scenes of Play

In scenes, you take the main story element(s) you’ve created, and explore them in more detail. You get to learn things like the story element’s history, its place in the storyline, connection to your character, and much more.



DnD sessions always take place in one setting or event at a time. Think about your single player DnD session as one “scene of play” at a time. This makes the “how to” of solo gaming very doable.


To play, break down your “scenes” into the following 5 steps:


  1. Main Focus & Time Lapse
  2. Scene Setting
  3. NPC’s
  4. Conflict
  5. Theater of the Mind Roleplay


1) Main Focus & Time Lapse

The main focus defines what the scene is “about” or what will generally happen during the scene. You can also decide if the scene takes place immediately following the previous scene, or if some time has passed.


What exactly is the Scene “about,” you ask? It’s about the main story element that you created. You’re going to explore that idea and give it additional substance.


2) Scene Setting

Imagine for yourself everything that your character sees, feels, smells, hears, or tastes. Where is your character? What time of day? What location? What’s the overall feel? What’s it like to “be” there?


Most importantly, connect the setting to your main story. How can you make that centralizing idea come alive through the setting?


3) NPCs

Are there NPC’s (non-playable, or “side” characters) in the scene? Who are they? What are they like? What are they doing? This can be a simple description, which will expand as the scene progresses.


After introducing characters, imagine for yourself anything they say or do. You may end up mentally “roleplaying” in more detail, in step 5 (below). 


4) Conflict

Every adventure has conflict. Here’s where that takes place.


The scene’s conflict can be anything that directly relates to the scene’s main focus/ your main story element. Monsters, physical barriers, mental anguish, distance, time – anything. What is preventing your character from their goal?


For an initial Scene, the conflict may simply be something like “what is my character trying to accomplish in relation to my main story element?” Keep it simple. Go one step at a time in your scenes.


If it comes to it, combat can also count as the conflict for a scene. If you get into battle, I recommend that you either have a monster manual ready, or utilize a random encounter generator to make setting up the fight easier.


5) Theater of the Mind Roleplay

This is the final and most important step in your scene. Here, you decide how your character responds based on everything created in this scene so far.


You may also “roleplay” how other NPCs act and speak for the scene, as well as the outcome for the conflict, and any changes to the setting that take place.


For resolution of conflicts with outcomes that aren’t certain, use the DnD core rulebooks for skills, knowledge rolls, and combat.

A scene of play finishes you’ve mentally roleplayed what you want your character to do for that scene.


Scenes typically take anywhere from a single minute to a quarter of an hour, depending on the complexity of situation you set up. There’s no right or wrong amount of time it should take.

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4. Finishing a Scene

Upon completing each scene, I recommend writing a sentence or two in your notebook to summarize the scene. That way, even if you only get to play for an hour or so each week, you’ll remember what happened last time you played. The consistency of this approach also allows you to build a complex and enjoyable ongoing story.


Once a scene is complete, go to the next scene. Your new scene is again “about” your main story element – only this time, you develop the concept further. Develop the idea one step beyond the conclusion of the scene, prior.


If you need help with how to do this, think about the 5 stages of dramatic structure used in all great stories. Make each new scene a mini version of the 5 stages of dramatic structure:


  • Scene 1: Exposition of your main story element
  • Scene 2: Rising Action of your main story element
  • Scene 3: Climax of your main story element
  • Scene 4: Falling Action
  • Scene 5: Resolution/ Connection to Your next 5 Stage Cycle


Once complete, start the 5 stages of dramatic structure over, but add another layer to your main story element. Something that raises the drama, or the stakes involved. That way, your next 5 scenes through the dramatic structure are more in-depth than before.


Another approach is to create a new main story element, so that you have multiple. Play through 5+ scenes with that element, then go back to your original, or create a third story element. Over time, you can ever combine your story elements and see how their individual stories interweave, creating an incredible tapestry of interrelated dramas.


Rewards

With each scene finished in single player DnD, I give my character rewards (experience, money, items, treasures). Even if I didn’t kill a monster, loot a dungeon, or the like, I still give myself rewards after every scene.

This approach incentivizes you to create a great story.


How? It keeps the focus on your main story element(s), since you still get rewards for purely roleplay encounters and story building. Using this approach, you don’t feel compelled to make all of your scenes focused around slaying monsters.


How much reward should you give yourself?


I recommend giving your character the same rewards you’d get from slaying a monster equal to your current level, for every scene you complete, regardless of whether or not there was combat involved. Do that, and your character will level and scale in power at a very consistent and enjoyable pace.

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5. Single Player DnD Modules

There are single player DnD adventure modules available online. Some of these modules are written for 1 DM and 1 player. If you use the steps outlined above, you won’t have too much trouble, however, playing through them without a dedicated dungeon master.


Having an adventure module on-hand offloads some of the creative workload from you, so that you can focus on having fun. The starting material it provides also fuels your own creativity.


In either case, especially when you’re new to single player DnD, I recommend using a prepared module. They’re inexpensive, easy to set up, and get you into the flow of story creation.


6. Random Generators

I tend to view random generators in the same category as using adventure modules. They’re great for helping you get started. Just don’t rely on them too heavily. The reason is that you can get lost in other people’s ideas and never get into the meat and potatoes of your own story.


There are literally hundreds of random generators online specifically built for TTRPG play. We’re talking everything from random story generators to elf name generators. Random dungeon generators, item generators, encounter generators, and so much more.


My recommendation is to use random generators to help you create your main story element, or to occasionally inspire you for a setting, NPC, or basis of conflict in one of your scenes. Then, get back to your own game and creativity.


Random generators – of course – are terrible at creating a masterpiece. You can do that for yourself with a little practice and effort.


7. Maps, Minis, and Music

I wrote an entire section in my dungeon master tools article on maps, minis, and music for tabletop RPGs. You should check it out. Great artwork, battlemaps, minis, and dnd music makes your gaming experience more in-depth and enjoyable. They help you get into the fabled flow state, which is extremely important for high-quality gaming. Especially for single player DnD.

You don’t need a lot of battlemaps, minis, or music. Just a couple maps, a few minis, and a couple song selections.


Try Single Player Gaming for Yourself

The best way to find out if single player gaming is right for you is to get started. Set up and play for 30 minutes using the advice I outlined above. You’ll be able to tell pretty quickly if you enjoy it.


If you haven’t seen Eternity TTRPG yet and you’re interested in solo gaming, I highly recommend you check it out. Eternity TTRPG can easily be played as a single player, and provides an immense amount of resources to make the game both exciting and simple.


The most important thing to remember is that you get out what you put in. Give it some real effort, put on your best creative thinking face, and have fun. You’ll be glad you did.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Rethinking D&D Design Conversations
By Jacob Tegtman May 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=T2pHaAcKDbo Transcription [00:00:00] I want to start talking more about Dungeons Dragons and game design So far on this channel it's really been a news style kind of coverage where new things are happening new books are releasing and so forth But one of the things I've experienced and probably a lot of other people have as well is that Dungeons Dragons hasn't really improved as a game over the last many editions I started playing Dungeons Dragons at 3.5e Many of you probably were around the same time Maybe there's a lot of 5e players originals out there or there's you know basic or advanced Dungeons Dragons players I love Dungeons Dragons It was my introduction to the TTRPG hobby and TTRPGs are one of the main pillars of my life in a way I've spent most of my life making games creating supplemental [00:01:00] material for Dungeons Dragons exploring some of the lesser-known TTRPGs the indie games and trying to understand why I love it so much and then bring that joy to as many people as possible in as many ways as possible I think there's a lot of ways to play this hobby But one of the disappointing things to me is that D&D 3.5 compared to say 5.5e now is there's still a lot of things I prefer in 3.5 And as I've learned about basic and advanced D&D there's a lot of things I prefer even in those games So if you're not getting what you really want out of Dungeons Dragons this is kind of the direction I wanna take things I still love D&D This channel isn't gonna become about roasting D&D or even necessarily going to a ton of other TTRPGs and reviewing them And I mean there's a million other games out there you can try and a lot of them are great Pathfinder Daggerheart I've reviewed a [00:02:00] lot of them on the Eternity website But what I wanna do is present some of the ideas that myself as a game designer I've come up with over the last Well I I've probably been designing or editing games since I was about six Uh I think I was 12 when I first made a map where people could play through and you know actually engage in a a full-fledged game that I made So Let's say twenty-four years of game design experience for myself I'm a at this point a hobbyist so I'm not a professional I've never worked for Wizards of the Coast or any other publishing company I have published my own TTRPG and I'll be sharing that more in the future But all of that aside I wanna start talking about in this channel still some of the news things that are coming out but I wanna share it from the framework of here's maybe how you can take this and make it better There's a lot of elements in [00:03:00] D&D that I wanna be talking about that I think are cool but we could make a lot better So some of those topics number one being initiative I think initiative is very uninspired There's nothing wrong with it right Like the initiative system for D&D gives you everything you need to play a combat encounter It's very simple You roll a d20 you add your modifiers If you have like the alert feat in 5E Then you get to go faster and going faster typically means that you're gonna get like one extra turn than a lot of your other friends at the table or enemies that you're facing Because say you're you're seven rounds in you're taking your seventh turn they've only had six but then all the enemies are dead um that's kind of the the value of initiative right Like so going first does matter but it's not that exciting is it Like you just roll you add your bonus and then you're locked in like a static initiative for the rest of the battle [00:04:00] And these kind of issues with D&D lead to very stagnant situations where people take their turn and then they pull out their phone and they know that it doesn't really matter if they're engaged at the table because for the next five ten fifteen minutes going around the table for everybody to take their turn depending on how well the dungeon master runs a combat encounter they could have literally nothing to do especially if they don't have any reactions so forth So you kinda see this with initiative number one You see this w even with basic things like hit chance and these kinda tie in a lot because players will roll saves when it's not their turn and it gives them sort of something to do at least But with AC it's just a static value it's a situation where the dungeon master may not even need the player because a lot of DMs they write down their player's AC Before the battle even starts So they know when they're rolling behind their uh little table or you know whatever however they [00:05:00] use it maybe as a DM you're just rolling out in the open so anybody can see the D20 Other people hide that number but if they roll a five and the monster's got a plus ten or whatever they just know that they hit somebody who has a fourteen or lower right So they don't even really need the player You just Dungeon Master rolls you take X amount of damage and then all the player has to do is record that on their character sheet then they can get back to their iPhone right Like that's lame There's a lot of situations like this that could be improved I also think it's really interesting looking at old school D&D and other [00:06:00] channels talk about this kind of thing a lot and I think it's something that we could bring back to modern D&D with very good results would be things like the dungeon turn or random assigning of how enemies or NPCs feel towards the party I don't think that the critical role way of playing D&D the the theatrical way of playing D&D is necessarily the best way of playing D&D And I don't have anything against that I really like narrative gameplay A lot of the dungeons um a lot of the campaigns that I have dungeon mastered for have been fairly narratively driven And I really like I I've never written a novel but I like writing the the campaign style novels and then being free to adjust that as my players make decisions But I also think it it isn't necessarily the best way sometimes I've [00:07:00] been very inspired as a dungeon master and I've come up with great narrative plots that my players are super into and it makes for an amazing twenty-five to thirty-five session campaign over the course of a year year and a half that people love and we still talk about And there's been a lot of times as well where I'm not very inspired but I'm still trying to rely on those kind of plot points that older styles of D&D don't make you use because they generate a lot of that for you Emergent storytelling is the term I'm looking for where you don't necessarily know what plot is going to come out of the story but sometimes that's much better because at those moments in my own campaign creating where I haven't been the most inspired those campaigns can die really easily Those are the campaigns that last anywhere from two to seven sessions and just like you often hear about most campaigns die after seven sessions Those are the ones that don't make it [00:08:00] So I think that there are a lot of great older ideas that for some reason the newer versions of Dungeons Dragons didn't bring forward I also think that D&D being a fairly old game and don't get me wrong I love older games I play them all the time but it's surprising the lack of innovation I think that has been in the industry over the past What I mean when did D&D come out I Is it I can't think off the top of my head Is it forty fifty years I'm surprised there isn't better stuff Um and don't get me wrong I I love the other games too I love Pathfinder I love Daggerheart I think they're all cool but I think we can do better And so I'm not necessarily saying I have all the ideas for what could make it better but over my twenty years of designing games twenty plus I've come up with some very simple ideas that I wanna share with you and I think that when you try them out for yourself give me some feedback let me know what you think um I think together we can come up with something that is [00:09:00] substantially better And so that's my goal Everything from the mechanics of initiative in combat to the way campaigns develop narratively to player agency to things like allowing dungeon masters to also play characters in their own campaigns within limited scopes perhaps sharing the roles of dungeon master I think there's a lot of things that we could do to actually truly advance the TTRPG hobby genre beyond what we've seen so far So that's the direction that I plan to take with the channel moving forward I'm looking forward to some of these first videos We're gonna talk about the initiative system We're gonna talk about the hit chance system and I can't wait to get your feedback on it But hopefully this is a turn for me away from just new style stuff and towards stuff that you can use in your campaigns  [00:10:00] like tomorrow And I hope that you enjoy it and I hope to hear from you on topics that you want to see improved in your own D&D games And again I think together we can come up with some truly amazing improvements So until next time talk to you then.
“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
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